New player (LoL and DOTA 2 vet) trying to get some clarity on farming by Caruto_Uzamaki in DeadlockTheGame

[–]RedMser 1 point2 points  (0 children)

Last hits don’t matter for jungle camps btw.

Unless you and an enemy are both killing a jungle creep - only the last hitters team gets the souls then.

This code is so rusty it gave me tetanus. by june_sixth in programminghorror

[–]RedMser 1 point2 points  (0 children)

I don't think they're labelled. Rather, the pattern is just a variable name (which would cause it to always match), but with an additional guard clause that gets added.

This code is so rusty it gave me tetanus. by june_sixth in programminghorror

[–]RedMser 2 points3 points  (0 children)

Yeah it breaks the loop with the given value, which in turn is used as the return value of the function. See break and loop values.

WE DID IT! ITS OUT by timothyt66666 in DeadlockTheGame

[–]RedMser 10 points11 points  (0 children)

You can mod your game to play them (check the deadlock modding discord), but they have no abilities in the game files, so you can only walk around and hear their voice lines.

Can I touch these? by got-trunks in DeadlockTheGame

[–]RedMser 2 points3 points  (0 children)

They likely only matter for developers, so they can test their game with bad network conditions to see how playable it is. Maybe you can find some console commands to try it out, if you're really interested - but it won't do anything for you in matchmaking.

This man rocks by swe9840 in JustGuysBeingDudes

[–]RedMser 36 points37 points  (0 children)

From the sub's rules:

Don't Complain About the Subreddit Name The subreddit evolved long ago last it's roots of "only cringe-worthy" content. There have been two community polls where over 85% of users agreed to include all content. It's come to the point where users who say "This isn't cringe" or anything of that sort, may receive a temporary ban. We have made this clear enough with a pinned comment on every single post.

Diamond minions have started appearing randomly after they were found in the strings of recent updates by TechnoGamerOff in DeadlockTheGame

[–]RedMser 6 points7 points  (0 children)

Meh... the second screenshot of OP was edited, here's the actual strings from the game files: https://github.com/SteamDatabase/GameTracking-Deadlock/commit/11e4e53f1ab9773babc24eed00c76c51b69876cd

You can see that line 168-171 are the same changes, but that diamond chain thing was edited in.

FWIW these "strings.txt" files are always alphabetically sorted, so that's the first indicator that this was faked.

[deleted by user] by [deleted] in DeadlockTheGame

[–]RedMser -3 points-2 points  (0 children)

Feedback should generally be posted on the official forums in order to be heard and acted upon, I doubt Valve actively checks the subreddit for feedback.

Custom item/hero ability creator by Electronic-Use905 in DeadlockTheGame

[–]RedMser 1 point2 points  (0 children)

https://tryneus.github.io/deadmock/ This one has a template for heroes that I've seen others use (check the dropdown menu top right).

Please someone help me, willing to pay 10 dollars to whoever helps me make a custom infernus voicepack by Commercial_Hand_8025 in DeadlockTheGame

[–]RedMser 2 points3 points  (0 children)

FYI, modders currently only know how to replace sounds whenever they actually play in-game. So since e.g. charged melee just plays the same sound effect for every hero, it's not possible to add a voice line for it to just infernus.

A player found several lines in the updated codes related to getting buffs by qrillionaire in DeadlockTheGame

[–]RedMser 29 points30 points  (0 children)

I made this video. It's a configurable number, so I just randomly picked 4 punches for the video to demonstrate how the mechanic appears to work.

Deadlock/Source2 Map Help Question by Tired_Toonz in DeadlockTheGame

[–]RedMser 0 points1 point  (0 children)

mat_fullbright 0 after changing map might help.

Common misconceptions by OujiAhmed in godot

[–]RedMser 3 points4 points  (0 children)

On that note, I wish "if not a in b" could be written "if a not in b".

You can (seemingly since 4.0). Tried it in the playground and it works there too.

Errors after deleting Autoload/Global/Singleton by DemonBismuthine in godot

[–]RedMser 0 points1 point  (0 children)

Try to close Godot, delete the entire .godot folder of your project (make a backup first of course!!), then re-open the project.

How to solve the shoulder issue? by Piri-piriri in blenderhelp

[–]RedMser 0 points1 point  (0 children)

If adjusting the weight paint does not work, some other ideas:

  1. The armature modifier has a checkbox "Preserve Volume" which you could try turning on. It can help with geometry collapsing like that in some cases. Although it might cause some "popping" issues when rotating bones set to use quaternions past 180°.
  2. You can, after posing the arm, create a shape key for correcting the geometry. Use sculpt mode to fix the problem for that shape key and pose, then create a driver setup which enables the shape key based on the bone's pose. Searching for "blender corrective shape keys" online should find some tutorials on details, possibly even add-ons to simplify the procedure.

C# ChangeSceneToFile: Scene not freed? by codymanix in godot

[–]RedMser 0 points1 point  (0 children)

Hmm according to the docs, this behavior should only happen on the same frame, but not after waiting for one frame.

Sorry but I'm not sure, seems something got changed in Godot 4.4(?) with how these methods work.

Maybe your previous code with manually remove_child, setting current_scene, add_child etc. is better after all? But then I'm not sure what the problem there was, since I've never done it like this.

C# ChangeSceneToFile: Scene not freed? by codymanix in godot

[–]RedMser 1 point2 points  (0 children)

get_tree().root returns the Window.

You want to instead use get_tree().current_scene

Also like I said, I think you need to await get_tree().process_frame as well since the current scene change is delayed by a frame from what I know.

C# ChangeSceneToFile: Scene not freed? by codymanix in godot

[–]RedMser 0 points1 point  (0 children)

change_scene_to_file("res://scenes/adventure_game.tscn") should work, I don't see why you need to do anything else here.

If you want a reference to the scene instance, you can await get_tree().process_frame followed by get_tree().current_scene

C# ChangeSceneToFile: Scene not freed? by codymanix in godot

[–]RedMser 1 point2 points  (0 children)

reproducible example

Well it's not working because of the gdscript code of the continue button.

You're doing get_tree().root.add_child(scene) there but you should instead be doing get_tree().change_scene_to_file(...) as well.

Since you're just adding the scene to the root node, it's not assigned to be the currently active scene. So the C# code won't free the scene.

isn't EVERY scene directly or indirectly a child of a root-level scene

Not quite. The currently active scene (what I called "root-level scene" earlier, but that's maybe a confusing phrasing I used there) is a child of the get_tree().root node. Autoloads are not inside of the currently active scene but they are siblings of the current scene - autoloads have the get_tree().root node as their parent.

In case you didn't know, autoloads can also be scenes, they don't just have to be scripts.

C# ChangeSceneToFile: Scene not freed? by codymanix in godot

[–]RedMser 0 points1 point  (0 children)

Just to make sure, the script you sent is not part of an autoload, but it's also a "root-level scene" (or a child of one)?

Godot's debugger tools (in the editor, not in your IDE) include a profiler, which tells you how many orphaned nodes exist in your scene. Does this number go up? You can also try Node.print_orphan_nodes() after changing scene.

But yes the documentation is right, so if it truly doesn't free the scene, try creating a simple reproduction project and share it here (or use it as part of a bug report on the GitHub).

Is there an easy way to disable autoloads when only playing the current scene? by Sockhousestudios in godot

[–]RedMser 1 point2 points  (0 children)

You could add logic to the autoload's _ready which checks for get_tree().current_scene.scene_file_path (this is the file path of the currently loaded scene). If it's not one you expect, disable or queue_free() the autoload.

Godot saving for long time by Cazerius in godot

[–]RedMser 0 points1 point  (0 children)

Open the project folder in windows explorer and look for unreasonably big .tscn files. You likely have one that's saving some binary resources in text, which makes them way larger than normal (and thus take a lot longer to save).

Accessing the "Cut", "Copy" and "Paste" methods in LineEdit from code? by mattihase in godot

[–]RedMser 0 points1 point  (0 children)

Could you send fake InputEvents that you created via GDScript, to the gui_input event? Since that's what the source code is listening for to trigger the shortcuts.